A few plastic kits.

Given the weather at the moment it has been too cold to go into the shed so I’ve been working on a few model kits inside. It is easier just to bring my making and gluing tray in rather than all my paints; it also gives me a chance to get caught up on my back log of plastic kits.

Yesterday I had a bit of a blitz and assembled all of these:

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From left to right we have the Hobby Boss Merkava IV, Two Bedford trucks by Airfix, the Revell re- issue of the Matchbox Sherman firefly and finally a Dark Age hut from Warbases.

The Merkava kit is a pleasure to put together, and the old matchbox kits are no drama at all. I think, however, that the Sherman would benefit from some aftermarket stowage and possibly a crewman. The two Airfix trucks were a little disappointing; given that they were a recent kit I found that they weren’t as well fitting as a new kit should be imo. Still with two in a box they are good value if you see them for sale. The Warbases kit was bought as an example of their range, simple to assemble and easier than cutting out a foamcore one myself. I’ll add some texture to the walls and a fake fur roof too. to finish it properly.

Not bad for a few hours work whilst listening to some CDs.

 

Cheers,

 

Pete.

 

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Normandy Trip: Merville Battery.

After Dad and I had finished our look around the Pegasus Bridge Museum we headed east a few miles to the Merville Battery, our final visit before driving to Le Harve and catching the overnight ferry back to Portsmouth.

The battery is quite low key and somehow more sober as a result which is fitting given the bloody events of the early morning of 6th June 1944.. The four bunkers, housing 100mm guns originally, are spread out in a managed grassed area with only a Dakota and a couple of British artillery pieces standing over them. The some of the bunkers are open and have display boards or in one case a rather oversold audio/ visual display.

 

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A Dakota was brought to the site and restored. The Paras would have been carried in aircraft such as these on the night of D Day.

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You can always recognise the classic lines of a Dakota. The inside of the aircraft was open to the public.

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The front of one of the casemates.

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Information boards spread out around the site tell its story as you move around.

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The rear of the casemate showing the door through which the gun could be removed and put into an open emplacement.

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The now ubiquitous 5.5″ howitzer.

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A 25pdr field gun.

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Memorial to Lt. Col. Otway. OC of the assault.

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One of the reasons that the 150 attacking paras suffered 50% casualties in the assault. The 150 were all that could be mustered from the 750 that had been dropped that night.

Cheers,

 

Pete.

 

Cockroaches, Copper and Cows: A Mexican Revolution megagame.

This Saturday saw the first game of the year for Pennine Megagame. Jonathon Pickles gave us ’Cockroaches, Copper and Cows’ based on the Mexican Revolution of 1913. Set in the world of Pancho Villa and the film ‘The Wild Bunch’, I have to admit it is something I know nothing about.

 

Unlike most megagames that I have seen that have the players, representing different historical characters, organised into teams in advance CCC only had a few players in a single team at the start of play. The remainder were free agents who could form join or leave as many teams (representing different competing political parties) as they wanted over the course of the day, this was one part of the game I was a bit unsure of as I’d not seen it done before. The individual briefings that each player got outlined their characters background and political orientations; the onus was on the players to get out there and talk to each other and find common goals and form parties/ teams around that. To facilitate this the half hour turn was split into two parts: the first fifteen minutes was the time that players could act on the map. Moving their guerrilla base, attacking and capturing facilities, making money and fighting each other, the second half of the turn was where the players could move about and talk to each other and hold conventions where they were assumed to be meeting up face to face. It was at these conventions that players could help each other build up support (a logarithmic scale that represented a mixture of political following and military might that was the key statistic for the players and also try sneaky things like assassination.

 

My role for the day was to run one of the 7 maps that made up Mexico, mine was the very north east of the country up by the Texan border. It was a simple role really. I had to monitor the actions of the players as they took their turns. In the early stages of the game the players were finding their feet and expanding their territory on the map trying to get the best resources nailed down under their control whilst sounding out nearby players for their character’s political leanings.  Some of the resources were oil plants or other industrial/ economic sites that were run by American companies. Trying to take these over had the potential to cause a minor diplomatic incident, taking them over completely and kicking out the Americans altogether had the potential to really anger the Americans. In fact, the first invasion of Mexico was at Vera Cruz to secure American interest. Those players who had angered the American had to pay reparations and make a public apology.

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North East Mexico at the start of the game.

The players on my map were quite civil, they were happy to fight the federales for territories to capture but were reticent to fight each other early on. This changed towards the second half of the game as they joined parties and coordinated their activity with what was going on other tables. Rail road links to border towns and ports being vital to generate large amounts of income as goods sold there were worth double.

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Pickles had a very nice and simple mechanism to limit the number of actions at the map that each player could make. Apart from a few free actions, anything major that the players did gained them a fatigue marker, to take any action after the first they had to pay $10 per fatigue marker that they had. Consequently, taking more than four actions was very rare.

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To keep the players informed on what was going wrong Becky bravely took and the role of three different papers, one revolutionary, one reactionary, one American and published an A4 page a turn. Some of which I’ve reproduced here with her permission; go check out here rather good blog here: http://www.beckybeckyblogs.com/ it has loads of megagame material on there and much more besides including some great recipes. This became especially important as elections were being held to put up a president and stabilse the country towards the end of the game.

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About to look for arms on a cross border raid- what could go wrong?

In a bold display of obstinance and nationalism one of the players on my table, Tes, decided to raid across the border to the American town of Laredo in search of arms. This brought Tim over to my table, he was plumpiring all the different American interests in the game and accordingly was wearing four character cards pinned to him. This time he was ‘Black Jack Pershing’ leading a punitive expedition to get the guns back. Combat between players was done by a card-based system, both player put down a card with a numerical value and the added it to their support rating, highest winning; the cards had different suits and they could cancel out some or none of the other suits. In such cases it was an instant victory. Given the might of the US army Tes was lucky to get this result with her first combat. At this point I mentioned to Tim that he needs to do enough in the raid to get a tank named after him… Although after this Tes wasn’t so lucky losing heavily. The US advanced just into Mexico and occupied Nuevo Laredo. A couple of turns later Tes decided to push her luck and appropriate an American run oil field. This time the US forces launched a big raid deep into Mexico to bring her to justice.

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The results of America’s punitive raid after the seizure of an American oil field.

Whilst this was going on a vicious back and forth battle erupted between a Zapatist player and a Constitutionalist for control of a couple of key road junctions, both were needed by the players respective parties to get goods out of the country. Using all manner of artillery, machine guns and even armoured trains; the fighting went on for a couple of turns.

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The game was wound up with an election, often a bad way to end a game as it produces a clear “winner”, something that megagames usually try to avoid, partly as there would be nothing to argue about in the pub afterwards. However, in this situation if seemed right. The constitutionalists were put in office and the American observers declared it free and fair so the result stuck. This wound up a great days gaming, it was a good game to umpire and the players seemed to really engage with it putting paid to my early reservations.

 

As always look at Pennine Megagames on both the web and on Facebook:

 

http://www.penninemegagames.co.uk/

 

 

Cheers,

 

Pete.

Of plastic kits and modelling shows….

On Sunday I popped into the local IPMS (International Plastic Modellers Society) show held at the leisure centre in town before I hit the gym there for an hour or so. I had quick run round the display tables- the standard of craftsmanship was very high and a bit of an impulse shopping spree on the trade stands.

 

Whilst there I also made a decision about my current and future gaming collection. !/72nd scale aircraft are just too big- I’m going to pare down my collection of them and go for 1/144 for those models that don’t need to land on the table. Helicopters will be kept in 1/72 though to match up with my 20mm collection. This should free up quite a bit of space. To this end I’m starting to list my kit collection on ebay- the money I make will be invest back into 1/144th scale kits or other toys.

So what did I buy?

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As you can see I’ve started on my 1/144th collection. The paints are for a 6mm project, new sprue cutter- always good to have a sharp pair, the now out of production MMS Russian AT gun will be used for a Megablitz/ Crossfire project. The two diecasts were cheap and the impulse purchase, one is a limited edition but I’ll take it out of its box and use it in a wargame….

My painting has been quite slow due to the weather. I paint in a shed which is rather cold; not that the temperature bothers me but my breath condensing on metal figures makes it hard to paint. However I did mange to finish these 28mm Soviets:

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I’ll do better pictures when all of them are finished.

 

Cheers,

 

Pete.

 

 

 

Great customer/ rules support from A and A Game Engineering.

This past year I have been getting into Russo- Japanese War naval gaming using the 1/2400th ships from Tumbling Dice and the Tsushima rules from A and A Game Engineering that came with the starter pack that I bought. I during the New Years Eve Gameathon that I would speed things up to have a ship record card pre-printed and laminated for every ship that I own. Granted that isn’t very many at the moment but it saves printing off record sheets and filling them in by hand every game. I fired off an email to Andrew (one of the ‘A’s in A and A) to see if he could share the template that was in the rulebook. It is fair to say that he has gone above and beyond that. Over a course of a few emails he has created a set of editable PDFs that allow you to fill in stats for any ship you desire. The rules page is here and the support page with the download link to the editable PDFs here .

It goes without saying that this level of customer support is fantastic and come with a very big thank you from me.

I made up the sheets for the ships I own and printed them out.

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Ran them through the laminator.

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Then cut them out.

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This way I can quickly set up a game. In fact I think I’ll have one next week….

 

Cheers,

 

Pete.